We had a lot of fun playing this game, and we hope you enjoy it as well. I'd like to do a lot more VR content in the future. I'm already noticing some FAQ comments. Like I said in the video, we started playing this right as 1.0 came out, so none of my favorite mods were working. Medieval mega mod, or the outer rim. Next play through will have our mods back😊 Some of you were saying that you can turn off the slow motion setting, I spent 20 minutes in the menus and I couldn't figure out what setting it was. If you know what it is, please let me know!
With cheats you can go to the cheats tab and then skills, and turn off whatever you want. Without cheats you go to the shrine in the player home, put the crystal in and reset the skill you don't want
Hey I know it's not exactly related to this video but I'm looking to buy a couple of practice longswords, do you know where I could get one that won't break the bank?
There's a mod called Half Swording and Support Grip that adds the ability to half sword to all vanilla weapons and letting you two hand grip all one handed weapons as well.
The skill you were complaining about is called temporal riposte (or something along that line). If you cant find it in the sandbox settings, go to home and put a mind and body crystal in the monolith thing in the house (looks like 3 cupholders surrounding a big rock with a hole in the middle, put the crystals in the cupholders) and grab the orb that spawns in between them, then hold trigger to disable it
Np, also they're working on the AI being dumb and walking into swords and stuff, it used to be fixed but was recently broken in an update. Come back when they fix it 👍@@SellswordArts
i would like to see a modder working together with you guys to make the swordsmanship more real. "sellsword arts realistic combat overhaul" that combine with better ai would make the perfect vr game xD
@@nydaarius6845 I've been thinking of this for years now and figured that the best way to do it is to have the ai think in terms of HEMA's 4 openings. They can read the player's moves by checking if the weapon is angled forward/back and if it is held high/low, and left/right; the combination of these tells it if the player is in vom tag, ochs, alber or pflug. They can use this context to make an educated guess on what the player is capable of doing and what they can exploit. The AI can use this same system to assume a stance, defend and attack. There's way more to HEMA than this but it would be a massive step up from randomly picking attack animations.
You guys should try a game called Hellish Quart. It's still in early access but I think you guys would have a fun time playing, analyzing, and critiquing it.
It's true, if your footwork is bad enough you CAN clip through the Earth and Fall Forever. Rumor has it, that's the real meaning of "falling off a horse" in Royal Family causes of Death throughout history! 🤣
Something that I highly recommend y’all do is making 3-D printed like sword, but in the handle, there’s a spot where you can fit the Things for VR. So that way, you actually have to worry about hitting yourself with the sword, making it a little more realistic
sadly thats impossible since vr controller tracking is tracking the rings on the controllers with the cameras on the headset, so if its hidden then it cant track it
Battle talent on Quest is so solid. It’s a great choice. Btw for thumb grip just hold the controller sideways. It doesn’t actually do it but it’s good enough.
Even better, don't use telekinesis to grab weapons. From the floor, table etc actually pick up the weapon how you want, and if adjustments need to be made then use the other hand to grip the blade, reposition the hand and grip, then you can have whatever grip you want. I only know this because I keep getting the grip "wrong" and I'm no swordsman so I'm constantly slapping my enemies with the flat of the blades unless I drop the weapon and use telekinesis to auto orient the blade.
I love playing this with rapier and sabers. I find that two handed weapons are hard to use because my hands aren't actually connected to the same object.
@@SellswordArts so that's a skill from the Mind / Body crystal (Green & Red) and you have to disable them by putting them in the slots of the headstone in the side room of your house, grabbing the skill crystals it projects, and disabling them. You can also avoid this by starting off with the civilian preset which has no powers.
You should try broken edge. it takes the opposite approach to encouraging actual flow; by giving each character “moves” which attempt to mirror something real that you would be doing with that weapon
Tbh I find that a VR mod for a game called Jedi Knight Academy has pretty good sword combat. It’s AI actually acts really aggressive, unlike the Blade and Sorcery AI that kinda just walks into your blade. Obviously it’s a Star Wars game, so it’s lightsabers instead of swords (although there is ONE sword you can use that’s a reskin of a lightsaber) but it’s probably the best VR sword combat we’ll have for a while imo. It helps that Jedi Knight was considered to be the best lightsaber duel game even before VR. I spent all last night just spawning in Sith to duel and it was pretty fun! You guys should give it a shot.
I bought VR about a year ago excited to finally get to use my fencing experience in a game. And I did and it was fun. A few things still hold it back though: The enemy ai tends to be pretty simplistic. Whether this is because they are indie projects or because they are intentionally catering to non-athletic players the result is the same. Enemies that stand there and leave huge openings and fall for things that a human wouldn’t. I’d like to see more games implement difficulty sliders that actually change the enemy behavior rather than just upping HP and damage. Which leads to my next point. The gamey elements like HP completely change the way you fence. Quick and deadly moves like a deep lunging thrust to the face would end a fight in real life. But in a game it just does a small chip of their health and they keep coming. You are going to have to hit every enemy 10+ times in some games. So you are going to gravitate to simpler moves that expend less energy and can be spammed. Some games have realistic damage options, where they die in one thrust to the face. But the aforementioned bad ai means that you can just instakill them with a quick thrust so you end up spamming in a different way. And having HP yourself means that you are less concerned with avoiding every hit and might not even notice that you’ve been hit until after the fight when you see your health bar. There’s not much incentive to fence like you would in real life, with proper structure, an aversion to getting hit, using athleticism and finesse when standing there waggling your wrist gets you better results. The tracking with one hand tends to be good, but with a two handed grip it gets wonky. Since your two hands aren’t really gripping a single hilt, they tend to move around more and the physics moves the blade accordingly and it’s never exactly where you wanted it. Trying winden in VR with a longsword feel terrible. The illusion and control breaks down as soon as there’s blade contact. Say I make a cut and follow through, bringing the sword around into another cut. Except in game the sword connects with his and stops. Now my arms positions don’t match what the game says is happening. Very often I find cuts getting tangled up and stuck on things due to the physics that wouldn’t happen if you had real physical contact and could feel what was going on. Overall I still enjoy it but swordsmanship in VR still isn’t as close to the real thing as shooting firearms in VR is.
I would say the biggest problems rn are that the AI doesn’t properly close off lines of attack when they block so you can just smack ‘em in the arm, and they can’t deal with thrusts so they instead spiderman away from it constantly. think a good fencing game would need different guard/attack animations for AI of different levels.
@mysticmarbles Try Thrill of the Fight. Super realistic boxing with lots of optional adjustments to npc skill, etc. If you have the space, you can move around a real boxing ring sized area and it has Mixed Reality, too.
The thumb grip shenanigans looked so fun xD I do wonder if VR games could displace the player’s _virtual_ sword, and have it fight to return to the same position as the controller. Maybe use vibration intensity as a replacement for the feeling of directional displacement? (Do VR controllers even have vibration…?)
Yes, Quest controllers have very good vibration/ haptic feedback. In Vermillion VR, an oil painting simulator, you feel your brush tips making contact with the palette and canvas, etc.
I would recommend Battle Talent It's a bit more flashy but it has a good weapon weight and a wide variety of weapons (also quite hard). The second one I would recommend is Broken Edge but it probably won't be very good for professional sword fighting. Oh and Battle Talent has built in multiplayer now.
YES HELLISH QUART. Even though that game is not extremely accurate to real fencing, there's actually a lot of fun discussion to be had about fencing when playing that game.
I've been a fan for a while now. Love your content. This does not disappoint. Have you thought about doing a comprehensive video of strikes similar to how you do your meme content?
If you grip the blade first with the opposite hand without using the telekinesis ability to bring it to you, you can grab the weapon from the floor, table etc and then position your grip however you want. Only reason I know this is because I keep *unintentionally* grabbing weapons like that and I'm not a swordsman, so I'm constantly slapping my enemies with the flat of my blades. Basically, don't use telekinesis to grab weapons because it auto orients them "correctly" each time, but bending down to pick up off the floor, table etc means you can grip/ungrip hands to adjust how you want. There's also a mod to sheath your weapons so it remembers that grip, so then drawing them again you're already holding it a certain way. I've not used it but I noted it to try later because I'm a sneaky knifey boy and I prefer what I call a "Mantis" grip (blade down so I can block with my hand and forearm, and I can do the mouth cover and stab into the head, neck and even chest from behind). Its a pain when seeing someone facing away to then have to mess about changing weapons, messing about with grips etc .
Hey Sellsword Arts I'd recommend playing Broken Edge Vr. It's PVP vr fencing and you don't control the character with the left stick because there's a predetermined play area so you actually have to do footwork. I actually started fencing due to that game since it's kinda close to actual fencing given you have to learn the fundamentals of distance/timing and footwork. (Since it's to whoever gets the first strike without being hit back and due to game mechanics where hitting the opponents sword shortens it you can't practice anything in the bind but again I think it's great to practice the fundamentals of distance etc.) To practice for hema I try to go for direct hits instead to avoid the gamified aspect of it when the blades clash because that feature encourages to hit the hilt of the opponents blade with your point which you shouldn't do in fencing since you'd be hitting their strong with your weak. It would be really cool to see you guys try that game since I'd love to hear your thoughts on it positive and negative since the devs of that game make updates.
Tbh from what I've seen and played, the game with the best ai and technique recognition (i guess you can call it) is battle talent. The ai isn't as simple as blade & sorcery, and they actually dodge, jump back, counter, and have **somewhat** their own technique. Im not a swordsman, but i tried a few techniques and stances i saw on some shorts, and the game responded pretty well. I def recommend trying it on the next vr vid.
the reason time slows when you parry is you have the mind and body crystal combination enabled if you want the true experience then you have to pick no crystals by default
One thing you could try is tying the controllers to a stick so there's some connection between your hands, I don't own VR so I'm not speaking from experience but I've heard some people have had a more engaging experience with that.
Not gonna lie after watching you guys definitely not kill anyone in VR I spent waaay too long trying to figure out what your tattoo says haha Love the Sith tats by the way
They might be able to implement bind with low haptic feedback so you have some kind of feeling when the blades were connected. Might work kind of in a "better than nothing" way but lack of feeling stong/weak is definitely ruling out a lot from the bind.
Have you tried Dungeons of Eternity? It might not have the best sword play, but the overall physics based combat feels better than any VR game I've played.
Boxing games in vr have similar issues luckily you don't have any grip isues but any sort of parrying or gaurd manipulation doesnt realy work Battle tallents a fun game if your looking for another sword fighting games to try
also there is a mega mod pack of swords and all weapons from history I would recommend tying it and maybe making a video seirs were you try all of them
I know irl sparing is essential, but would you recommend this game as a supplement for beginners getting into swordsmanship who don't have access to a gym/ sparing partners?
I’d recommend broken edge instead In that game you have a set play space to move around with so you only move using your footwork. Me and some other hema longbsword practitioners use it to practice the fundamentals of distance and timing. It’s not perfect since you can’t practice anything in the bind but being able to practice distance/time helps since my hema couch told me that’s the most important thing to master when fighting
Cool video! I'd love to see your guys opinions on a game called "Swords of Gurrah." It is a multiplayer game where your blade breaks on contact with another sword unless you have it in a 'hardened' state where you can't do damage. I am curious if you could apply real sword-fighting techniques to it. (Maybe even duel each other? :O)
Cool to see but as a non VR player I wonder why the VR games always look like ps2 demos with only one level and 2 or 3 models ? Why the physics always seem like we are on the moon ? I don't understand, what is specific to VR that causes that to be always the case ? (as far as I've seen). Why all the VR games look like big scams, that's what I'm asking.
@@Denasgurman it always looks way better in VR is what I'm saying. Plus VR is extremely demanding so even on top end hardware you can't afford to have extremely detailed textures, lighting etc. But VR is more about mechanics than graphics so again it doesn't translate
@@3lbios Oh alright, yes I didn't get what you meant by 2D but yes I've always looked at it on a flat screen. Thank you for the explanations, I didn't know it was so demanding but it makes sense. Hope it'll get better with time, the concept in itself is cool af, it's just a bit disapointing when looking at it from "outside".
You don't fight to the death that makes a practitioners of the sword not actual sword fighters you need to fight with real consequences not "your point" . Just like training with simuntions doesn't make you a gunfighter.
We had a lot of fun playing this game, and we hope you enjoy it as well. I'd like to do a lot more VR content in the future.
I'm already noticing some FAQ comments.
Like I said in the video, we started playing this right as 1.0 came out, so none of my favorite mods were working. Medieval mega mod, or the outer rim. Next play through will have our mods back😊
Some of you were saying that you can turn off the slow motion setting, I spent 20 minutes in the menus and I couldn't figure out what setting it was. If you know what it is, please let me know!
reverse sword grip is superior.
when wielding a zweihander
The time slow parry is one of the skills which can be accessed through the shrine in the house when putting a crystal in it
With cheats you can go to the cheats tab and then skills, and turn off whatever you want. Without cheats you go to the shrine in the player home, put the crystal in and reset the skill you don't want
Hey I know it's not exactly related to this video but I'm looking to buy a couple of practice longswords, do you know where I could get one that won't break the bank?
There's a mod called Half Swording and Support Grip that adds the ability to half sword to all vanilla weapons and letting you two hand grip all one handed weapons as well.
The skill you were complaining about is called temporal riposte (or something along that line). If you cant find it in the sandbox settings, go to home and put a mind and body crystal in the monolith thing in the house (looks like 3 cupholders surrounding a big rock with a hole in the middle, put the crystals in the cupholders) and grab the orb that spawns in between them, then hold trigger to disable it
Thanks!
Np, also they're working on the AI being dumb and walking into swords and stuff, it used to be fixed but was recently broken in an update. Come back when they fix it 👍@@SellswordArts
was about to say the same thing but you beat me to it
Sounds pretty outlandish when you put it like that 😂
Why it sounds like you have to resolve an enigma in an ancient temple to disable a game option ?
i would like to see a modder working together with you guys to make the swordsmanship more real.
"sellsword arts realistic combat overhaul" that combine with better ai would make the perfect vr game xD
@@nydaarius6845 I've been thinking of this for years now and figured that the best way to do it is to have the ai think in terms of HEMA's 4 openings.
They can read the player's moves by checking if the weapon is angled forward/back and if it is held high/low, and left/right; the combination of these tells it if the player is in vom tag, ochs, alber or pflug.
They can use this context to make an educated guess on what the player is capable of doing and what they can exploit. The AI can use this same system to assume a stance, defend and attack.
There's way more to HEMA than this but it would be a massive step up from randomly picking attack animations.
Game: If you parry and attack, we make the game easier for you.
David: *Pathetic.*
You guys should try a game called Hellish Quart.
It's still in early access but I think you guys would have a fun time playing, analyzing, and critiquing it.
yes
It's true, if your footwork is bad enough you CAN clip through the Earth and Fall Forever. Rumor has it, that's the real meaning of "falling off a horse" in Royal Family causes of Death throughout history! 🤣
Also, this game for some reason treats everyone's hands as if they had both a cup hilt and gauntlets lol
Why do I feel the bigger struggle for you isn't besting the opponents, it's doing it in a way that won't attract the ire of the demonetization police?
Something that I highly recommend y’all do is making 3-D printed like sword, but in the handle, there’s a spot where you can fit the Things for VR. So that way, you actually have to worry about hitting yourself with the sword, making it a little more realistic
sadly thats impossible since vr controller tracking is tracking the rings on the controllers with the cameras on the headset, so if its hidden then it cant track it
"He's not dead!"
Me- "He's getting better!"
Battle talent on Quest is so solid. It’s a great choice. Btw for thumb grip just hold the controller sideways. It doesn’t actually do it but it’s good enough.
Even better, don't use telekinesis to grab weapons. From the floor, table etc actually pick up the weapon how you want, and if adjustments need to be made then use the other hand to grip the blade, reposition the hand and grip, then you can have whatever grip you want.
I only know this because I keep getting the grip "wrong" and I'm no swordsman so I'm constantly slapping my enemies with the flat of the blades unless I drop the weapon and use telekinesis to auto orient the blade.
I love playing this with rapier and sabers. I find that two handed weapons are hard to use because my hands aren't actually connected to the same object.
2:04
there literally is, check sandbox and skills and turn it off
I did. spent 20 mins in the menu and couldn't find the settings.
if you know which setting it is, please let me know
@@SellswordArts try making a sandbox save with no skills unlocked, there should be an option for that in the main menu
@@SellswordArts so that's a skill from the Mind / Body crystal (Green & Red) and you have to disable them by putting them in the slots of the headstone in the side room of your house, grabbing the skill crystals it projects, and disabling them. You can also avoid this by starting off with the civilian preset which has no powers.
@@SellswordArts it's called temporal riposte
@@SellswordArts It's in the last section of the skills menu, under the "dual path" section. It's called temporal riposte, like the last guy said
You should try broken edge. it takes the opposite approach to encouraging actual flow; by giving each character “moves” which attempt to mirror something real that you would be doing with that weapon
Tbh I find that a VR mod for a game called Jedi Knight Academy has pretty good sword combat. It’s AI actually acts really aggressive, unlike the Blade and Sorcery AI that kinda just walks into your blade. Obviously it’s a Star Wars game, so it’s lightsabers instead of swords (although there is ONE sword you can use that’s a reskin of a lightsaber) but it’s probably the best VR sword combat we’ll have for a while imo. It helps that Jedi Knight was considered to be the best lightsaber duel game even before VR. I spent all last night just spawning in Sith to duel and it was pretty fun! You guys should give it a shot.
A really fun one I play a lot of is swordsman vr. I think the AI on swordsman vr is a lot better than blade and sorcery
@RussOlson-pl3kf yeah it’s not the most engaging sword fighting game
I agree. I think Swordsman VR is superior as far as enemies and fighting. Blade and Sorcery is fun mob clearing though.
@@grantholmes5661 oh yeah for sure, and it’s fun using all the different mods to toss them around
@RussOlson-pl3kf to be fair, if your opponent lets you it's probably the most efficient way to do the job
@RussOlson-pl3kf oh I meant like a real swordfight. Would be more efficient if they walk into the tip though.
I bought VR about a year ago excited to finally get to use my fencing experience in a game. And I did and it was fun. A few things still hold it back though:
The enemy ai tends to be pretty simplistic. Whether this is because they are indie projects or because they are intentionally catering to non-athletic players the result is the same. Enemies that stand there and leave huge openings and fall for things that a human wouldn’t. I’d like to see more games implement difficulty sliders that actually change the enemy behavior rather than just upping HP and damage. Which leads to my next point.
The gamey elements like HP completely change the way you fence. Quick and deadly moves like a deep lunging thrust to the face would end a fight in real life. But in a game it just does a small chip of their health and they keep coming. You are going to have to hit every enemy 10+ times in some games. So you are going to gravitate to simpler moves that expend less energy and can be spammed. Some games have realistic damage options, where they die in one thrust to the face. But the aforementioned bad ai means that you can just instakill them with a quick thrust so you end up spamming in a different way. And having HP yourself means that you are less concerned with avoiding every hit and might not even notice that you’ve been hit until after the fight when you see your health bar. There’s not much incentive to fence like you would in real life, with proper structure, an aversion to getting hit, using athleticism and finesse when standing there waggling your wrist gets you better results.
The tracking with one hand tends to be good, but with a two handed grip it gets wonky. Since your two hands aren’t really gripping a single hilt, they tend to move around more and the physics moves the blade accordingly and it’s never exactly where you wanted it. Trying winden in VR with a longsword feel terrible.
The illusion and control breaks down as soon as there’s blade contact. Say I make a cut and follow through, bringing the sword around into another cut. Except in game the sword connects with his and stops. Now my arms positions don’t match what the game says is happening. Very often I find cuts getting tangled up and stuck on things due to the physics that wouldn’t happen if you had real physical contact and could feel what was going on.
Overall I still enjoy it but swordsmanship in VR still isn’t as close to the real thing as shooting firearms in VR is.
I would say the biggest problems rn are that the AI doesn’t properly close off lines of attack when they block so you can just smack ‘em in the arm, and they can’t deal with thrusts so they instead spiderman away from it constantly.
think a good fencing game would need different guard/attack animations for AI of different levels.
@mysticmarbles Try Thrill of the Fight. Super realistic boxing with lots of optional adjustments to npc skill, etc. If you have the space, you can move around a real boxing ring sized area and it has Mixed Reality, too.
The thumb grip shenanigans looked so fun xD
I do wonder if VR games could displace the player’s _virtual_ sword, and have it fight to return to the same position as the controller. Maybe use vibration intensity as a replacement for the feeling of directional displacement? (Do VR controllers even have vibration…?)
Yes, Quest controllers have very good vibration/ haptic feedback. In Vermillion VR, an oil painting simulator, you feel your brush tips making contact with the palette and canvas, etc.
@@Densoro well Tesla Suit can apparently move your muscles so it's within the realm of possibility haha
I would recommend Battle Talent It's a bit more flashy but it has a good weapon weight and a wide variety of weapons (also quite hard). The second one I would recommend is Broken Edge but it probably won't be very good for professional sword fighting. Oh and Battle Talent has built in multiplayer now.
You might want to check out Hellish Quart. The base game feels pretty good and I think there's a VR version
the VR version is the same as the normal version, you just see it from the perspective of a spectator
@@tiesiogignas2426 ah shame, was hoping it would be more like the first person Version of the game
YES HELLISH QUART. Even though that game is not extremely accurate to real fencing, there's actually a lot of fun discussion to be had about fencing when playing that game.
I've been a fan for a while now. Love your content. This does not disappoint. Have you thought about doing a comprehensive video of strikes similar to how you do your meme content?
ua-cam.com/video/vOEluuNql6M/v-deo.htmlsi=LslMaNgpxZLwX3b2
This is what I was talking about. If there is more that is.
Have you played broken edge?
it would probably give them an aneurism, since its the direct opposite of what you actually do in a sword fight.
Exactly
3:48 Felt badass just watching that lol, fun video👍
If you grip the blade first with the opposite hand without using the telekinesis ability to bring it to you, you can grab the weapon from the floor, table etc and then position your grip however you want.
Only reason I know this is because I keep *unintentionally* grabbing weapons like that and I'm not a swordsman, so I'm constantly slapping my enemies with the flat of my blades.
Basically, don't use telekinesis to grab weapons because it auto orients them "correctly" each time, but bending down to pick up off the floor, table etc means you can grip/ungrip hands to adjust how you want.
There's also a mod to sheath your weapons so it remembers that grip, so then drawing them again you're already holding it a certain way. I've not used it but I noted it to try later because I'm a sneaky knifey boy and I prefer what I call a "Mantis" grip (blade down so I can block with my hand and forearm, and I can do the mouth cover and stab into the head, neck and even chest from behind). Its a pain when seeing someone facing away to then have to mess about changing weapons, messing about with grips etc .
16:00
When he embraces TIID KLO UL.
This is so satisfying to watch
As a vr nerd i wana say that Blade and sourcery is no challenge. If you really want to sweat play Battle talent
Hey Sellsword Arts I'd recommend playing Broken Edge Vr. It's PVP vr fencing and you don't control the character with the left stick because there's a predetermined play area so you actually have to do footwork.
I actually started fencing due to that game since it's kinda close to actual fencing given you have to learn the fundamentals of distance/timing and footwork.
(Since it's to whoever gets the first strike without being hit back and due to game mechanics where hitting the opponents sword shortens it you can't practice anything in the bind but again I think it's great to practice the fundamentals of distance etc.)
To practice for hema I try to go for direct hits instead to avoid the gamified aspect of it when the blades clash because that feature encourages to hit the hilt of the opponents blade with your point which you shouldn't do in fencing since you'd be hitting their strong with your weak.
It would be really cool to see you guys try that game since I'd love to hear your thoughts on it positive and negative since the devs of that game make updates.
Tbh from what I've seen and played, the game with the best ai and technique recognition (i guess you can call it) is battle talent. The ai isn't as simple as blade & sorcery, and they actually dodge, jump back, counter, and have **somewhat** their own technique. Im not a swordsman, but i tried a few techniques and stances i saw on some shorts, and the game responded pretty well. I def recommend trying it on the next vr vid.
I would love to watch you guys play Gorn! It's another VR game but centered around cartoony gladiator fights.
You should try broken edge VR, its specifically for fencing but it adds extra power ups you have to manage since you only get one of each
Oh yeah you’ll love this game plus there are lightsaber mods if you want to do more of that
the light saber mods are awesome
I'm excited to see them try them out again after the mods are updated
this game looks fun, nice episode
the reason time slows when you parry is you have the mind and body crystal combination enabled if you want the true experience then you have to pick no crystals by default
Yall should try the vr souls like game, the sword play is really good looking in it.
i need to go back into this game, i always did well with the double short sword.
One thing you could try is tying the controllers to a stick so there's some connection between your hands, I don't own VR so I'm not speaking from experience but I've heard some people have had a more engaging experience with that.
I'd love to see you guys try out the Crystal Hunt mode that they added in the 1.0 update
Not gonna lie after watching you guys definitely not kill anyone in VR I spent waaay too long trying to figure out what your tattoo says haha Love the Sith tats by the way
lmao I love your energy guys😂 great video
They might be able to implement bind with low haptic feedback so you have some kind of feeling when the blades were connected. Might work kind of in a "better than nothing" way but lack of feeling stong/weak is definitely ruling out a lot from the bind.
That’s what I want to see in a fencing match not just poking
you should make more of this content
If I recall, you can turn off any of the skills you wish in the settings during sandbox mode. I believe.
I tried. i spent 20 minutes in the menus and still couldn't get it
@@SellswordArts fair. Glad you guys had such a good time making the video at least!
Broken edge is another vr sword fighting game you need to play since its multiplayer
For something close to actual Dueling in VR, how about Clone Drone in the Hyperdome?
If you cant zwerch, do the rownde. Its a zwerch but done in common grip.
Have you tried Dungeons of Eternity? It might not have the best sword play, but the overall physics based combat feels better than any VR game I've played.
You should try Swordsman VR. Imo the AI is a lot better (still easy but they at least try and block your attacks).
There is a multiplayer mod that works okay, but stabbing cannot be pushed away by defendors for obvious reasons. You could try sabers or katanas, etc.
I'm in a area with a severe heat wave sooooo, I can't sleep (because it is so hot)
you should play batle talent next
Yay more blade and sorcery
16:47 Nice
Clark needs some ink. 😂
I play blade and sorcary EVRY DAY it is my fav game ever I love it
play broken edge please its a very interesting sword game on vr you would love
I just got done playing blade and sorcery
Now you need to team up with a game/dev company and create virtual training software.
Or a realistic sword controller device.
Hey guys! I am a modder for the game. There should be lot more mods out now that a month has passed for the games full release!
I find ot strange they havent done different grip angles on the sword. They did it on the spears. At least in nomad
Nope... they just need to make several different kinds of controllers that look like sword hilts with a few inches of sword at the top of it.
Boxing games in vr have similar issues luckily you don't have any grip isues but any sort of parrying or gaurd manipulation doesnt realy work
Battle tallents a fun game if your looking for another sword fighting games to try
While you were kissing the blade I was studying women
9:20 "Turning/whirling to engage" is not quite the same as "spinning randomly" imo...
also there is a mega mod pack of swords and all weapons from history I would recommend tying it and maybe making a video seirs were you try all of them
we talk about that in the game. the mods are not updated for 1.0 at the time of recording and could not be used
@@SellswordArts oh ok that makes sense
can you do pvp next lol
If you guys want a really good vr game that factors in physics better qith the hlades theres hellsplit arena
Apparently 1.03 just came out and they fixed the AI partially, try it!
I know irl sparing is essential, but would you recommend this game as a supplement for beginners getting into swordsmanship who don't have access to a gym/ sparing partners?
I’d recommend broken edge instead
In that game you have a set play space to move around with so you only move using your footwork.
Me and some other hema longbsword practitioners use it to practice the fundamentals of distance and timing.
It’s not perfect since you can’t practice anything in the bind but being able to practice distance/time helps since my hema couch told me that’s the most important thing to master when fighting
Plus you play against other thinking humans which also helps in learning to read your opponent
It's so weird how false edge unterhau/sottani don't work as well either
Even false edge oberhaus i find are weird in this game
How are you playing the updated version on quest
Airlink
@@SellswordArts ahhhh ok
Cool video! I'd love to see your guys opinions on a game called "Swords of Gurrah." It is a multiplayer game where your blade breaks on contact with another sword unless you have it in a 'hardened' state where you can't do damage. I am curious if you could apply real sword-fighting techniques to it. (Maybe even duel each other? :O)
try hellsplit arena its a lot better with its swordplay
Hello.
why not try techniques with swordsman vr instead of blade and sorcery?
To be suss, or not to be?Does thy need to be suss?
You guys should watch the more recent Acolyte fight scenes, they're horrible
try gorn
Cool to see but
as a non VR player I wonder why the VR games always look like ps2 demos with only one level and 2 or 3 models ?
Why the physics always seem like we are on the moon ?
I don't understand, what is specific to VR that causes that to be always the case ? (as far as I've seen).
Why all the VR games look like big scams, that's what I'm asking.
you're not even supposed to view them in 2D, it doesnt make much sense does it
@@3lbios wut ?
@@Denasgurman it always looks way better in VR is what I'm saying. Plus VR is extremely demanding so even on top end hardware you can't afford to have extremely detailed textures, lighting etc. But VR is more about mechanics than graphics so again it doesn't translate
@@3lbios Oh alright, yes I didn't get what you meant by 2D but yes I've always looked at it on a flat screen.
Thank you for the explanations, I didn't know it was so demanding but it makes sense. Hope it'll get better with time, the concept in itself is cool af, it's just a bit disapointing when looking at it from "outside".
you can turn it off
nither of you are true swordsmen.
You don't fight to the death that makes a practitioners of the sword not actual sword fighters you need to fight with real consequences not "your point" . Just like training with simuntions doesn't make you a gunfighter.
Your cursor has been in frame the whole video